MK: Ultra Compatibility

This is a Mod Integration and Compatibility Mod for the mod: MK Ultra.

When loaded alongside the mods it integrates, new items, blocks, recipes, or logic will be loaded into the game world to better bring accomplish our vision for how MK Ultra should be played. You do not need to load any of these mods (although it wouldn't make a lot of sense to load none of them and use this mod).

Just wanted to see if your working on the compatibility for conarm armor. Currently in 1.12.2, the armor for conarm comes up labeled as empty.

Not sure if that is supposed to have a resource name or what. But it would make the crafting armor part of your mod a lot more fun for all the people that like custom armor. Especially with the Cosmetic armor mod that lets you wear what you think looks the best.

I know that for most people it seems over powered to use conarm armor. Especially with all the abilities and spells. But with the config able to make certain pieces accessible to certain classes it would allow you to dial that down a bit.

Like, instead of disabling the feature. Allow specific armors to be included in the lists available already. Maybe by mod id instead of by material? Or both.

The armor pieces have to be categorized some other way so it doesnt automatically restrict everything else.

Or,

maybe a more extreme way to balance it could be to give a armor or toughness penalty to the more squishy classes. That way they could wear armor but suffer a penalty that gets less and less the longer they wear said armor pieces.

Like through the leveling mod that tinkers contruct and conarm already use.

Idk.

Just thought that more people would have suggest this by now, because i think your mod is aweomse!

All armor compatibility is just a configuration at this point. Turn on SHOW_ARMOR_MAT in the config and then when you hover over an armor you should be able to see its armor mat name. Add this to the white list for the armor class you want it to be part of in the configs.

Tinkers weapons and tools need a compatibility mod to add critical stats and shield restrictions appropriately. Will look into this.

Thaumcraft is definitely coming. Aether 2 is something I'm interested in. I will make a note of the others as well. Our goal is to have a very cohesive experience with a lot of the popular mods that add armors and weapons.

Thaumcraft is definitely coming. Aether 2 is something I'm interested in. I will make a note of the others as well. Our goal is to have a very cohesive experience with a lot of the popular mods that add armors and weapons.